Articles tagged with Second Life:
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JAN
23
In the Make-Believe World of 'Second Life,' Banks Are Really Collapsing
Wall Street Journal,
January 23, 2008 —
In the real world, banks are reeling from the subprime-mortgage mess. In the online game Second Life, a shutdown of the make-believe banking system is causing real-life havoc for thousands of people.
OCT
2007
Mediaweek,
October 29, 2007 —
As news organizations slash budgets and scale back bureaus, CNN is expanding—except not in real life. In the week of Nov. 5, the news giant is set to open a news-gathering outpost in Second Life. And unlike news service Reuters, which embedded a real reporter in the online virtual world last year, CNN will rely on Second Life “residents” to do all the legwork.
OCT
2007
Kids and marketers enter pixellated space.
eMarketer,
October 22, 2007 —
Ad spending is likely to increase substantially as more kids and teens spend time in virtual worlds and as more marketers create campaigns for those environments. Parks Associates estimated in June 2007 that $15 million was spent advertising in virtual worlds in the United States in 2006 and projected that it would rise tenfold to $150 million in 2012. The figures did not include marketer-branded virtual worlds. They also did not include other revenue sources, such as micro-transactions or subscription fees.
AUG
2007
Imagine being able to have a digital replica of yourself stroll from one site to another
BusinessWeek,
August 13, 2007 —
When Google Earth launched in 2005, users were exhilarated to type in their home address, see the earth as if they were floating in space, and then swoop down to view a satellite image of their house or apartment. These days users have moved on to upgrading Google Earth with their own photographs and three-dimensional digital replicas of buildings. But one day they'll be able to alight on a Google Earth street and meet someone else there--and even have a conversation.
AUG
2007
MediaPost Publications,
August 10, 2007 —
TOYOTA'S SCION HAS PARTNERED WITH Makena Technologies, parent company of the virtual world There.com, to launch Club Scion--an in-world branded nightclub cum hangout spot.
AUG
2007
MediaPost Publications,
August 9, 2007 —
COLDWELL BANKER REAL ESTATE HAS become the first national real estate company to market a real home in virtual reality.
The company is the latest corporate name to develop a parallel shopping process in Second Life, the digital archipelago developed by Linden Labs.
AUG
2007
Time,
August 9, 2007 —
Reality is catching up with Second Life, the much hyped 3-D website that lets users create alter egos called avatars who can walk, chat, fly, have sex and buy and sell virtual stuff for real money. The ballyhoo surrounding this online community has led multinational brands from Reebok to Toyota to establish beachheads on Second Life to interact with consumers and be a part of the next wave in social networking.
JUL
2007
Firms find that avatars created by participants in the online society aren't avid shoppers.
Los Angeles Times,
July 14, 2007 —
SECOND LIFE — a three-dimensional online society where publicity is cheap and the demographic is edgy and certainly computer-savvy — should be a marketer's paradise. But it turns out that plugging products is as problematic in the virtual world as it is anywhere else. At http://www.secondlife.com — where the cost is $6 a month for premium citizenship — shopping, at least for real-world products, isn't a main activity. Four years after Second Life debuted, some marketers are second-guessing the money and time they've put into it.
JUL
2007
As Users and Brands Head to Startups, Giant in Space Starts to Seem Outdated
Advertising Age,
July 11, 2007 —
If you want to take your brand virtual, you don't need to get a Second Life. In fact, the virtual world, along with some other social-networking sites, is already starting to seem a little old-fashioned
MAY
2007
Coke, Others Plunge in, but If They're Not Careful, Their Virtual Plays Will Result in Real-World Headaches
Advertising Age,
May 29, 2007 —
the Wild West that is virtual-world marketing, Coca-Cola is the latest settler to amble into town. It's hoping it can still cash in on the buzz factor without getting brought down by the same mistakes others have made in their rush to Second Life
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